Any possibilities you guys could make certain the changelogs are more thorough? Not trying to be a negative Nancy or anything. I noticed every so often new features, guns, or equipment sometimes doesn't get mentioned in the changelogs and mission makers / server hosters both miss things being added.

Like the Yardage 450 was added in 1.7 RC2 but wasn't listed in the changelog at all. I also noticed the thing mentioned 'first occurance: ACE with ACEX: 1.6 Update 3' as well which would be more unusual.

Thanks!

It was added in 1.6 Update 3. Our changelogs are as thorough as it gets.

Just sometimes people forget, mistakes happen you know. Keep an eye out on the wagn (http://ace.dev-heaven.net/recent), the Config Browser or the Repository @ dev-heaven if you want to keep tabs on every (small) detail.

Lastly you could monitor things and double check the changelogs, so that other mission makers / server hosters don't both miss these things.

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It was added in 1.6 Update 3. Our changelogs are as thorough as it gets.

Just sometimes people forget, mistakes happen you know. Keep an eye out on the wagn (http://ace.dev-heaven.net/recent), the Config Browser or the Repository @ dev-heaven if you want to keep tabs on every (small) detail.

Lastly you could monitor things and double check the changelogs, so that other mission makers / server hosters don't both miss these things.

I checked the 1.6 Update 3 changelog and the YardAge 450 was not mentioned anywhere. I found this out from reading the classlists, which it wasn't even added to until eight days ago. I'm trying to point out a mistake so as to be avoided, not to be a dick.

Edited December 31, 2010 by Sif

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I checked the 1.6 Update 3 changelog and the YardAge 450 was not mentioned anywhere. I found this out from reading the classlists, which it wasn't even added to until eight days ago. I'm trying to point out a mistake so as to be avoided, not to be a dick.

As said, mistakes happen, if you want you can help out and minimize them.

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Todays update gonna bring new sounds. Some of the weapon sounds are basically the old ones with more bass and shorter/different echoes (I watched a lot of videos and didnt hear so long echoes and trailoffs), others are new (like Mk. 17, FAL, AKs), but I think they still quite consistent. The grenade, HEAT, and rocket explosions are totally new.

I replaced the weapon deploying, C4, Claymore explosion sounds also.

Oh, and made a sound for the M47 Dragons missile. "The "service motor" which drove the missile to the target was, in this case, a series of small explosive charges set into the skin of the missile." You can hear these small charges exploding while the missile is flying, like in

Which seems to work fine for the player, except that the AI seem to actually turn into a parachute (theres no player model under it and they never cut loose) and they seem to get injured or die when they hit the ground.

Thanks,

-Joe

I've been messing around with this again, I tried adding an action to the player that executes

_thisunit execVM "x\ace\addons\sys_eject\jumpout_cord.sqf";

on each of the AI units when they're in the air after they've done the jumpout action, it doesn't seem to do anything though. I get two separate parachute spawning for each AI and they seem to disappear (but still be inside the chute "vehicle") then get injured or die when they hit the earth.

One last bug I'm having, I put on @CBA, @CBA_OA, and @ACE into my OA directory, set the parameters up and everything. I can run it that way but I always get the warning: Addon 'ace_c_ai_rof' requires addon 'CA\Weapons_AmmoBoxes'

One last bug I'm having, I put on @CBA, @CBA_OA, and @ACE into my OA directory, set the parameters up and everything. I can run it that way but I always get the warning: Addon 'ace_c_ai_rof' requires addon 'CA\Weapons_AmmoBoxes'

You need SixUpdater, a program which downloads the program for you when you run it and configure the browser window that pops up. It won't give you a corrupted file archive either.